Wed, 31 Dec 2014 13:27:57 +0100
Ignore runtime configuration files generated during quality assurance.
michael@0 | 1 | <!-- |
michael@0 | 2 | Copyright (c) 2012 The Chromium Authors. All rights reserved. |
michael@0 | 3 | Use of this source code is governed by a BSD-style license that can be |
michael@0 | 4 | found in the LICENSE file. |
michael@0 | 5 | --> |
michael@0 | 6 | <!DOCTYPE html> |
michael@0 | 7 | <html> |
michael@0 | 8 | <head> |
michael@0 | 9 | <meta charset="utf-8"> |
michael@0 | 10 | <title>WebGL Re-Compile and Re-link Shader conformance test.</title> |
michael@0 | 11 | <link rel="stylesheet" href="../../../resources/js-test-style.css"/> |
michael@0 | 12 | <script src="../../../resources/js-test-pre.js"></script> |
michael@0 | 13 | <script src="../../resources/webgl-test.js"> </script> |
michael@0 | 14 | <script src="../../resources/webgl-test-utils.js"> </script> |
michael@0 | 15 | </head> |
michael@0 | 16 | <body> |
michael@0 | 17 | <canvas id="example" width="4" height="4" style="width: 40px; height: 30px;"></canvas> |
michael@0 | 18 | <div id="description"></div> |
michael@0 | 19 | <div id="console"></div> |
michael@0 | 20 | <script id="vshader" type="x-shader/x-vertex"> |
michael@0 | 21 | attribute float column; |
michael@0 | 22 | attribute float height; |
michael@0 | 23 | uniform float position; |
michael@0 | 24 | void main() { |
michael@0 | 25 | gl_Position = vec4(mod(column - position, 1.0) * 2.0 - 1.0, height, 0, 1); |
michael@0 | 26 | } |
michael@0 | 27 | </script> |
michael@0 | 28 | |
michael@0 | 29 | <script id="fshader1" type="x-shader/x-fragment"> |
michael@0 | 30 | precision mediump float; |
michael@0 | 31 | void main() { |
michael@0 | 32 | gl_FragColor = vec4(1,0,0,1); |
michael@0 | 33 | } |
michael@0 | 34 | </script> |
michael@0 | 35 | <script id="fshader2" type="x-shader/x-fragment"> |
michael@0 | 36 | precision mediump float; |
michael@0 | 37 | uniform float foobar; |
michael@0 | 38 | void main() { |
michael@0 | 39 | gl_FragColor = vec4(1,0,foobar,1); |
michael@0 | 40 | } |
michael@0 | 41 | </script> |
michael@0 | 42 | <script id="vshaderB" type="not-js"> |
michael@0 | 43 | attribute vec2 position; |
michael@0 | 44 | varying vec2 v_texCoord; |
michael@0 | 45 | void main() { |
michael@0 | 46 | gl_Position = vec4(position, 0, 1); |
michael@0 | 47 | v_texCoord = vec2(position * 0.5 + 0.5); |
michael@0 | 48 | } |
michael@0 | 49 | </script> |
michael@0 | 50 | <script id="fshaderB" type="not-js"> |
michael@0 | 51 | precision mediump float; |
michael@0 | 52 | varying vec2 v_texCoord; |
michael@0 | 53 | uniform sampler2D tex; |
michael@0 | 54 | void main() { |
michael@0 | 55 | gl_FragColor = texture2D(tex, v_texCoord); |
michael@0 | 56 | } |
michael@0 | 57 | </script> |
michael@0 | 58 | |
michael@0 | 59 | <script> |
michael@0 | 60 | description(document.title); |
michael@0 | 61 | var wtu = WebGLTestUtils; |
michael@0 | 62 | var gl = wtu.create3DContext("example"); |
michael@0 | 63 | |
michael@0 | 64 | var vsSource = document.getElementById("vshader").text; |
michael@0 | 65 | var fs1Source = document.getElementById("fshader1").text; |
michael@0 | 66 | var fs2Source = document.getElementById("fshader2").text; |
michael@0 | 67 | |
michael@0 | 68 | var vsSourceB = document.getElementById("vshaderB").text; |
michael@0 | 69 | var fsSourceB = document.getElementById("fshaderB").text; |
michael@0 | 70 | |
michael@0 | 71 | var vShader = gl.createShader(gl.VERTEX_SHADER); |
michael@0 | 72 | var fShader = gl.createShader(gl.FRAGMENT_SHADER); |
michael@0 | 73 | |
michael@0 | 74 | var vShaderB = gl.createShader(gl.VERTEX_SHADER); |
michael@0 | 75 | var fShaderB = gl.createShader(gl.FRAGMENT_SHADER); |
michael@0 | 76 | |
michael@0 | 77 | var program = gl.createProgram(); |
michael@0 | 78 | var programB = gl.createProgram(); |
michael@0 | 79 | |
michael@0 | 80 | gl.attachShader(program, vShader); |
michael@0 | 81 | gl.attachShader(program, fShader); |
michael@0 | 82 | |
michael@0 | 83 | gl.attachShader(programB, vShaderB); |
michael@0 | 84 | gl.attachShader(programB, fShaderB); |
michael@0 | 85 | |
michael@0 | 86 | var success; |
michael@0 | 87 | var shader; |
michael@0 | 88 | |
michael@0 | 89 | function checkShaderStatus(s) { |
michael@0 | 90 | shader = s; |
michael@0 | 91 | shouldBeTrue("success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)"); |
michael@0 | 92 | if (!success) { |
michael@0 | 93 | debug("error: " + gl.getShaderInfoLog()); |
michael@0 | 94 | } |
michael@0 | 95 | } |
michael@0 | 96 | |
michael@0 | 97 | var prg; |
michael@0 | 98 | function checkProgramStatus(p) { |
michael@0 | 99 | prg = p; |
michael@0 | 100 | shouldBeTrue("success = gl.getProgramParameter(prg, gl.LINK_STATUS)"); |
michael@0 | 101 | if (!success) { |
michael@0 | 102 | debug("error: " + gl.getProgramInfoLog(prg)); |
michael@0 | 103 | } |
michael@0 | 104 | } |
michael@0 | 105 | |
michael@0 | 106 | for (var i = 0; i < 10; ++i) { |
michael@0 | 107 | gl.shaderSource(vShader, vsSource); |
michael@0 | 108 | gl.compileShader(vShader); |
michael@0 | 109 | checkShaderStatus(vShader) |
michael@0 | 110 | gl.shaderSource(fShader, fs1Source); |
michael@0 | 111 | gl.compileShader(fShader); |
michael@0 | 112 | checkShaderStatus(fShader) |
michael@0 | 113 | |
michael@0 | 114 | gl.linkProgram(program); |
michael@0 | 115 | checkProgramStatus(program) |
michael@0 | 116 | gl.useProgram(program); |
michael@0 | 117 | |
michael@0 | 118 | gl.shaderSource(vShaderB, vsSourceB); |
michael@0 | 119 | gl.compileShader(vShaderB); |
michael@0 | 120 | checkShaderStatus(vShaderB) |
michael@0 | 121 | gl.shaderSource(fShaderB, fsSourceB); |
michael@0 | 122 | gl.compileShader(fShaderB); |
michael@0 | 123 | checkShaderStatus(fShaderB) |
michael@0 | 124 | |
michael@0 | 125 | gl.linkProgram(programB); |
michael@0 | 126 | checkProgramStatus(programB) |
michael@0 | 127 | |
michael@0 | 128 | gl.useProgram(programB); |
michael@0 | 129 | } |
michael@0 | 130 | |
michael@0 | 131 | for (var i = 0; i < 10; ++i) { |
michael@0 | 132 | // Now change the fragment shader |
michael@0 | 133 | gl.shaderSource(fShader, fs2Source); |
michael@0 | 134 | gl.compileShader(fShader); |
michael@0 | 135 | checkShaderStatus(fShader) |
michael@0 | 136 | |
michael@0 | 137 | // And re-link |
michael@0 | 138 | gl.linkProgram(program); |
michael@0 | 139 | checkProgramStatus(program) |
michael@0 | 140 | } |
michael@0 | 141 | |
michael@0 | 142 | glErrorShouldBe(gl, gl.NO_ERROR, "Should be no errors"); |
michael@0 | 143 | |
michael@0 | 144 | successfullyParsed = true; |
michael@0 | 145 | </script> |
michael@0 | 146 | <script>finishTest();</script> |
michael@0 | 147 | |
michael@0 | 148 | </body> |
michael@0 | 149 | </html> |
michael@0 | 150 | |
michael@0 | 151 |